Barotrauma

Barotrauma

42 ratings
DynamicEuropa - Abandoned Edition
   
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File Size
Posted
Updated
2.714 MB
21 Mar, 2024 @ 11:16pm
16 May, 2024 @ 6:46am
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DynamicEuropa - Abandoned Edition

Description
What does this patch do?
This patch changes outpost commonnes per zone, so now Europa looks like abandoned.
Also I keep some pirate outposts, because you need somehow to buy and upgrade your sub.

Commonness Per Zone Table
Outpost Type
Cold Caverns
Europan Ridge
Aphotic Plateu
The Great Void
Hydrothermal Wastes
Beacon Chance
None
2.0
2.0
2.0
2.0
2.0
0.5
Colony
0.0
0.0
0.0
0.0
0.0
-
Construction
0.0
0.0
0.0
0.0
0.0
-
Settlement
0.0
0.0
0.0
0.0
0.0
-
Outpost
0.0
0.0
0.0
0.0
0.0
-
City
0.0
0.0
0.0
0.0
0.0
-
Abandoned
3.0
2.5
1.5
0.8
0.2
0.3
Camp
0.0
0.0
0.0
0.0
0.0
-
Base
0.0
0.0
0.0
0.0
0.0
-
Military
0.0
0.0
0.0
0.0
0.0
-
Blockade
0.0
0.0
0.0
0.0
0.0
-
Study
0.0
0.0
0.0
0.0
0.0
-
Lab
0.0
0.0
0.0
0.0
0.0
-
Hydroponics
0.0
0.0
0.0
0.0
0.0
-
Survey
0.0
0.0
0.0
0.0
0.0
-
Mine
0.0
0.0
0.0
0.0
0.0
-
Clinic
0.0
0.0
0.0
0.0
0.0
-
Hospital
0.0
0.0
0.0
0.0
0.0
-
Factory
0.0
0.0
0.0
0.0
0.0
-
Shipyard
0.0
0.0
0.0
0.0
0.0
-
Lair
1.0
1.5
2.0
2.5
3.0
-
Husk Grounds
0.0
0.2
1.2
1.5
1.0
-
Pirate Outpost
0.1
0.1
0.1
0.1
0.1
-
Husk Church
0.15
0.3
0.4
0.5
0.0
0.25
Circus
0.15
0.3
0.4
0.5
0.0
0.25

Circus outpost doesn't have any missions right now. I added it cuz Why not?

Waypoint
Disabled in the original mod due to compatibility
Surgery
Disabled in the original mod due to compatibility
Extraction
Disabled in the original mod due to compatibility
Biosphere
Disabled in the original mod due to compatibility
Nourishment
Disabled in the original mod due to compatibility
Research
Disabled in the original mod due to compatibility
Fusion
Disabled in the original mod due to compatibility
Wasteyard
Disabled in the original mod due to compatibility
Thresher Lair
Disabled in the original mod due to compatibility
Mudraptor Lair
Disabled in the original mod due to compatibility
Outer Lair
Disabled due to not working
Outer Husk Lair
Disabled due to not working

Load Order
  • This patch
  • DynamicEuropa

Attention!
Patch was made for personal use. So i may not to update this

Credits:
Thanks for the really good Original Mod to
MasonMachineGuns and _]|M|[_
11 Comments
Jair 1 Aug, 2024 @ 12:56am 
this mod still work in the actual versionof the game?
without poblems
?
Astra  [author] 21 Jul, 2024 @ 2:00pm 
@Pierre Kindred Sorry, forgot to answer. Welp.. I can do this, but i'm for 99% sure what you will softlocked in first zone, cuz next zone opens by special NPC or Lever (like in DE), and if this elements are missing, then how you will unlock next zone?
Pierre Kindred 19 Jul, 2024 @ 8:31pm 
Hey, very cool mod! I just had a question: Is there any way to remove blockades from the transition areas? I just want them gone for extra immersion cuz it doesn't really make sense when you are supposed to start at one of the last human outposts and then when you pull up to the edge, there is just a full military blockade. Thanks!
子小金石页 4 Jul, 2024 @ 10:25am 
非常好的插件让我 天生万物以养人,世人尤怨天不仁:steamthumbsup:
Astra  [author] 2 Apr, 2024 @ 11:26am 
@joyce manor enjoyer Nope.
Title Fight Enjoyer 2 Apr, 2024 @ 10:31am 
can this be added to existing saves
Astra  [author] 30 Mar, 2024 @ 9:34pm 
@aixinjueluozilong Nope. I didnt check it because this info, if i got it correctly, is located in Biomes .xml files, when my patch just override LocationTypes.xml.
I think this occur because original mod has infinite abyss layer and layer itself is lower than in vanilla. So I think you better need to use DE Default Level Size Patch. In any case idk exactly what the problem is.
aixinjueluozilong 30 Mar, 2024 @ 8:06pm 
Did you check about Hunting ground event, sine they usually generate those event at very low dept (below 6700m that no any sub can submerge to) in original mod and original author still not fix it.
Astra  [author] 30 Mar, 2024 @ 11:29am 
@Slap-Happy Gran-Pappy I just change outpost commones, so new outposts should appear on empty points
Slap-Happy Gran-Pappy 30 Mar, 2024 @ 10:21am 
Does civilisation slowly spread if you eliminate the monster nests and outposts? or is it always going to be empty? Either way I really love this